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Old 03-12-08, 08:03 AM   #16
Uber Gruber
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At last the elusive 16K problem has been cracked, well done Reece mate .
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Old 03-12-08, 08:50 AM   #17
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Quote:
At last the elusive 16K problem has been cracked, well done Reece mate .
Aw shucks, it was nothing!
I have fixed the moon size for the next release & working on 2 things that may have OLC stumped as well:
1) The line on the horizon, especially in the evening.
2) Working on, hopefully, a lighter night, so far all 16k versions can be almost black!
Well time for a good nights sleep, lots of work tomorrow!
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Old 03-12-08, 08:53 AM   #18
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Quote:
Originally Posted by Reece
2 things that may have OLC stumped as well:
1) The line on the horizon, especially in the evening.
I guess you don't read my thread mate.
I fixed the 16km horizon already. It's released in my beta. :p
I can tell you how to do it if you like.
Pre-beta screeny taken from the thread:
http://www.subsim.com/radioroom/show...&postcount=153
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Old 03-12-08, 09:21 AM   #19
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Quote:
Originally Posted by Reece
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Sorry about any confusion on my part.
Not at all, I'm confused!
To make it a little easy here is instructions for the 16k option for GWX:
1) Install the GWX 16k atmosphere option.
2) Unpack the contents of the SH4_16k_Scene_for_SH3_v1.rar file to a temp folder.
3) Copy the SH4 16k Atmosphere for GWX v1.1 folder to the Mods folder & enable, JSGME will report a clash just go ahead and install.
4) Now if you want a less reflective version then disable the mod, go to the documentation\Less Reflective folder and copy the Scene.dat file to the mods data folder overwriting the existing Standard version, then re-enable mod.
Hope this helps.

Excellent thank you.
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Old 03-12-08, 09:44 AM   #20
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Quote:
Originally Posted by 3Jane
Quote:
Originally Posted by Reece
Quote:
Sorry about any confusion on my part.
Not at all, I'm confused!
To make it a little easy here is instructions for the 16k option for GWX:
1) Install the GWX 16k atmosphere option.
2) Unpack the contents of the SH4_16k_Scene_for_SH3_v1.rar file to a temp folder.
3) Copy the SH4 16k Atmosphere for GWX v1.1 folder to the Mods folder & enable, JSGME will report a clash just go ahead and install.
4) Now if you want a less reflective version then disable the mod, go to the documentation\Less Reflective folder and copy the Scene.dat file to the mods data folder overwriting the existing Standard version, then re-enable mod.
Hope this helps.
Excellent thank you.
Works fine :p

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Last edited by 3Jane; 03-12-08 at 07:55 PM.
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Old 03-12-08, 09:54 AM   #21
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Quote:
Originally Posted by Reece
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But curious: did you use the stock SH4 scene file for this new 16km version, or a modified SH4 ROW mod file?
The ROW guys have messed with the SH4 scene file for SH4 as well, and one of these mods makes the player capable to see about 16 to 20 km away.
This was done way back with the original 1.4 file, I didn't know that ROW did any mods that altered the Scene.dat file, I thought he just adjusted the visual sensors to see further, could you tell me the name of the mod, I have about a dozen but none of these alter that particular file.
I'm pretty sure that this is the one:
ROW ADDON - FOR REFLECTIONS ON THE WATER
look for #10 in the ROW thread

It has scene.dat plus Env dat files

It's the work of leovampire, later reworked by Kriller2
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Old 03-12-08, 12:05 PM   #22
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Great job again Reece

Going through your changes I would say that most are compatible with OLC's own tweaks, as he went mainly about fixing glitters and issues. I hope both mods good points can be combined later

Also, have you tried modifying the values used by Leovampire for his "Living breathing ocean" to see how that improves your scene.dat? In the Sh4 scene.dat that was a major breaktrough that gave new life to the ocean
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Old 03-12-08, 02:22 PM   #23
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You guys both really rock!
It's a pity my pc is still in for maintenance,
really can't wait to try your mods!
Keep up the great work, I cannot say thanks
enough to all of you modders!
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Old 03-12-08, 07:30 PM   #24
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I will search for the reflections on the water, all the ones I have do not touch the scene file, other water mods won't work in SHIII, totally different textures.
Also finding a tweak file for the new version would be a must!
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Old 03-12-08, 09:07 PM   #25
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Quote:
Originally Posted by Reece
I will search for the reflections on the water, all the ones I have do not touch the scene file, other water mods won't work in SHIII, totally different textures.
Also finding a tweak file for the new version would be a must!
Well, you would have to ask Kriller2, if it's possible to get his assistance, since he reworked leovampires work.
Just ask him and finish by: "hvis du vil være så venlig"
(I found out a while ago he's a fellow country man )
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Old 03-12-08, 10:44 PM   #26
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Quote:
Originally Posted by onelifecrisis
I guess you don't read my thread mate.
I fixed the 16km horizon already. It's released in my beta. :p
I can tell you how to do it if you like.
onelifecrisis

Out of curiosity, how do you fix the 16km horizon line?

Thanks,
Edward
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Old 03-12-08, 11:37 PM   #27
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Quote:
"hvis du vil være så venlig"
I hope that is clean! I will investigate once all this has been sorted out, thanks.

Quote:
onelifecrisis

Out of curiosity, how do you fix the 16km horizon line?

Thanks,
Edward
That's a combo of three settings, now fixed for this mod, but still tweaking and editing with much help from OLC, new version should be released soon.!
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Old 03-13-08, 12:06 AM   #28
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Quote:
Originally Posted by Reece

Quote:
onelifecrisis

Out of curiosity, how do you fix the 16km horizon line?

Thanks,
Edward
That's a combo of three settings, now fixed for this mod, but still tweaking and editing with much help from OLC, new version should be released soon.!
Reece

Which three variables?

Thanks
Edward
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Old 03-13-08, 08:20 AM   #29
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3 variables for the sea, plus, a 3D object and one more variable for the fog if you want the horizon haze. That fog 3D object is already there but in the 16km mod it is the same size as it is in 8km, it hasn't been scaled up to double its original size, which is what needs to happen for it to be visible in zero fog.

The sea variables are [Zero Fog]SeaRelativeZMax, DynamicOceanGridSize (called "patches" in Silent 3ditor) and EarthRadius.

The fog object needs to be offset about 10 or 20 metres vertically (down) in order to compensate for the increase in SeaRelativeZMax (depending on how much you increase the ZMax... up to a maximum of 1).

Also, to prevent the ocean near the horizon looking flat you can increase LOD to something like 64, but that will hurt the framerate.
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Old 03-13-08, 09:44 AM   #30
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onelifecrisis

Thanks very much for the info Your OLC 16km Environment mod is just fantastic.

Edward
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